// That Game From Russia
// Copyright (c) 2009 Michaël Larouche <larouche@kde.org>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "GameStateMachine.h"

// Local includes
#include "Game.h"
#include "GameState.h"
#include "GameStateFactory.h"

GameStateMachine::GameStateMachine(Game *game)
: m_game(game), m_currentState(0)
{
}

GameStateMachine::~GameStateMachine()
{
	if( m_currentState )
	{
		delete m_currentState;
	}
}

GameState *GameStateMachine::currentState() const
{
	return m_currentState;
}

GameStates GameStateMachine::currentStateId() const
{
	return m_currentStateId;
}

void GameStateMachine::setNextState(GameStates stateId)
{
	if( m_currentState )
	{
		m_currentState->exit();
		delete m_currentState;
	}

	m_currentStateId = stateId;
	m_currentState = GameStateFactory::create(stateId, this);
	m_currentState->enter();
}

void GameStateMachine::execute()
{
	if( m_currentState )
	{
		m_currentState->execute();
	}
}
